/Engine/Plugins/Experimental/ChaosNiagara/Source/ChaosNiagara/Classes/NiagaraDataInterfaceChaosDestruction.h
Data Interface allowing sampling of Chaos Destruction data.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Category="Chaos Niagara", Meta=(DisplayName="Chaos Destruction Data")) class UNiagaraDataInterfaceChaosDestruction : public [UNiagaraDataInterface](API\Plugins\Niagara\UNiagaraDataInterface)
bool
bApplyMaterialsFilter
Materials Filter
bool
bGetExternalBreakingData
TODO: Explanatory comment
bool
bGetExternalCollisionData
TODO: Explanatory comment
bool
bGetExternalTrailingData
TODO: Explanatory comment
TArray<Chaos::...
BreakingEvents
TSet<TObjectPt...
ChaosBreakingMaterialSet
TODO: Explanatory comment
TSet<TObjectPt...
ChaosSolverActorSet
Chaos Solver
TArray<Chaos::...
CollisionEvents
TArray< FVector...
ColorArray
Colors for debugging particles.
int32
DataProcessFrequency
Number of times the RBD collision data gets processed every second
EDataSortTypeEn...
DataSortingType
Sorting method to sort the collision data
EDataSourceType...
DataSourceType
EDebugTypeEnum
DebugType
Debug visualization method
bool
DoSpatialHash
bool
DoSpawn
Turn on/off particle spawning
FVector2D
ExtentMaxToSpawnMinMax
Min/Max ExtentMax to spawn particles
FVector2D
ExtentMinToSpawnMinMax
Min/Max ExtentMin to spawn particles
FVector2D
FinalVelocityMagnitudeMinMax
Clamp particles velocity
TSet<UGeometry...
GeometryCollectionComponentsFromBreaking
Saving GeometryCollectionComponents from breaking for trailing.
FVector2D
ImpulseToSpawnMinMax
Min/Max collision accumulated impulse to spawn particles
float
InheritedVelocityMultiplier
How much of the collision velocity gets inherited
int32
LastSpawnedPointID
float
LastSpawnTime
ELocationFilter...
LocationFilteringMode
Location Filtering Mode
ELocationXToSpa...
LocationXToSpawn
How to use LocationX to filter
FVector2D
LocationXToSpawnMinMax
Min/Max LocationX to spawn particles
ELocationYToSpa...
LocationYToSpawn
How to use LocationY to filter
FVector2D
LocationYToSpawnMinMax
Min/Max LocationY to spawn particles
ELocationZToSpa...
LocationZToSpawn
How to use LocationZ to filter
FVector2D
LocationZToSpawnMinMax
Min/Max LocationX to spawn particles
FVector2D
MassToSpawnMinMax
Min/Max mass to spawn particles
int32
MaxDataPerCell
float
MaxLatency
int32
MaxNumberOfDataEntriesToSpawn
Maximum number of collision/breaking/trailing entry used for spawning particles every time data from the physics solver gets processed
FVector2D
RandomPositionMagnitudeMinMax
Random displacement value for the particle spawn position
ERandomVelocity...
RandomVelocityGenerationType
The method used to create the random velocities for the newly spawned particles
FVector2D
RandomVelocityMagnitudeMinMax
Every particles will be spawned with random velocity with magnitude in the range of [RandomVelocityMagnitudeMin, RandomVelocityMagnitudeMax]
bool
ShouldSpawn
TArray<FSolver...
Solvers
float
SolverTime
FVector2D
SolverTimeToSpawnMinMax
Min/Max solver time mass to spawn particles
FVector
SpatialHashVolumeCellSize
SpatialHash volume resolution
FVector
SpatialHashVolumeMax
SpatialHash volume max
FVector
SpatialHashVolumeMin
SpatialHash volume min
float
SpawnChance
For every collision random number of particles will be spawned in the range of [SpawnMultiplierMin, SpawnMultiplierMax]
FVector2D
SpawnMultiplierMinMax
For every collision random number of particles will be spawned in the range of [SpawnMultiplierMin, SpawnMultiplierMax]
FVector2D
SpeedToSpawnMinMax
Min/Max speed to spawn particles
float
SpreadAngleMax
int32
SurfaceTypeToSpawn
SurfaceType to spawn particles
float
TimeStampOfLastProcessedData
TArray<Chaos::...
TrailingEvents
float
TrailMinSpeedToSpawn
Min Linear Speed to generate trailing particles
FVector
VelocityOffsetMax
Max Offset value added to spawned particles velocity
FVector
VelocityOffsetMin
Min Offset value added to spawned particles velocity
FVector2D
VolumeToSpawnMinMax
Min/Max volume to spawn particles